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  1. //
  2. // Lol Engine - Fractal tutorial
  3. //
  4. // Copyright: (c) 2011-2012 Sam Hocevar <sam@hocevar.net>
  5. // This program is free software; you can redistribute it and/or
  6. // modify it under the terms of the Do What The Fuck You Want To
  7. // Public License, Version 2, as published by Sam Hocevar. See
  8. // http://sam.zoy.org/projects/COPYING.WTFPL for more details.
  9. //
  10. #if defined HAVE_CONFIG_H
  11. # include "config.h"
  12. #endif
  13. #include <cstring>
  14. #include "core.h"
  15. #include "lolgl.h"
  16. #include "loldebug.h"
  17. using namespace lol;
  18. #if defined _WIN32
  19. # include <direct.h>
  20. # if defined USE_D3D9
  21. # define FAR
  22. # define NEAR
  23. # include <d3d9.h>
  24. # endif
  25. #endif
  26. extern char const *lolfx_11_fractal;
  27. #if defined USE_D3D9
  28. extern IDirect3DDevice9 *g_d3ddevice;
  29. #elif defined _XBOX
  30. extern D3DDevice *g_d3ddevice;
  31. #elif __CELLOS_LV2__
  32. static GLint const INTERNAL_FORMAT = GL_ARGB_SCE;
  33. static GLenum const TEXTURE_FORMAT = GL_BGRA;
  34. static GLenum const TEXTURE_TYPE = GL_UNSIGNED_INT_8_8_8_8_REV;
  35. #elif defined __native_client__
  36. static GLint const INTERNAL_FORMAT = GL_RGBA;
  37. static GLenum const TEXTURE_FORMAT = GL_RGBA;
  38. static GLenum const TEXTURE_TYPE = GL_UNSIGNED_BYTE;
  39. #else
  40. /* Seems efficient for little endian textures */
  41. static GLint const INTERNAL_FORMAT = GL_RGBA;
  42. static GLenum const TEXTURE_FORMAT = GL_BGRA;
  43. static GLenum const TEXTURE_TYPE = GL_UNSIGNED_INT_8_8_8_8_REV;
  44. #endif
  45. class Fractal : public WorldEntity
  46. {
  47. public:
  48. Fractal(ivec2 const &size)
  49. {
  50. /* Ensure texture size is a multiple of 16 for better aligned
  51. * data access. Store the dimensions of a texel for our shader,
  52. * as well as the half-size of the screen. */
  53. m_size = size;
  54. m_size.x = (m_size.x + 15) & ~15;
  55. m_size.y = (m_size.y + 15) & ~15;
  56. m_texel_settings = vec4(1.0, 1.0, 2.0, 2.0) / m_size.xyxy;
  57. m_screen_settings = vec4(1.0, 1.0, 0.5, 0.5) * m_size.xyxy;
  58. /* Window size decides the world aspect ratio. For instance, 640×480
  59. * will be mapped to (-0.66,-0.5) - (0.66,0.5). */
  60. #if !defined __native_client__
  61. m_window_size = Video::GetSize();
  62. #else
  63. /* FIXME: it's illegal to call this on the game thread! */
  64. m_window_size = ivec2(640, 480);
  65. #endif
  66. if (m_window_size.y < m_window_size.x)
  67. m_window2world = 0.5 / m_window_size.y;
  68. else
  69. m_window2world = 0.5 / m_window_size.x;
  70. m_texel2world = (vec2)m_window_size / m_size * m_window2world;
  71. m_oldmouse = ivec2(0, 0);
  72. m_pixels = new u8vec4[m_size.x * m_size.y];
  73. m_tmppixels = new u8vec4[m_size.x / 2 * m_size.y / 2];
  74. m_frame = -1;
  75. m_slices = 4;
  76. for (int i = 0; i < 4; i++)
  77. {
  78. m_deltashift[i] = 0.0;
  79. m_deltascale[i] = 1.0;
  80. m_dirty[i] = 2;
  81. }
  82. #if defined __CELLOS_LV2__ || defined _XBOX
  83. //m_center = dcmplx(-.22815528839841, -1.11514249704382);
  84. //m_center = dcmplx(0.001643721971153, 0.822467633298876);
  85. m_center = dcmplx(-0.65823419062254, 0.50221777363480);
  86. m_zoom_speed = -0.025;
  87. #else
  88. m_center = -0.75;
  89. m_zoom_speed = 0.0;
  90. #endif
  91. m_translate = 0;
  92. m_radius = 5.0;
  93. m_ready = false;
  94. m_drag = false;
  95. m_palette = new u8vec4[(MAX_ITERATIONS + 1) * PALETTE_STEP];
  96. for (int i = 0; i < (MAX_ITERATIONS + 1) * PALETTE_STEP; i++)
  97. {
  98. double f = (double)i / PALETTE_STEP;
  99. double r = 0.5 * lol::sin(f * 0.27 + 2.0) + 0.5;
  100. double g = 0.5 * lol::sin(f * 0.17 - 1.8) + 0.5;
  101. double b = 0.5 * lol::sin(f * 0.21 - 2.6) + 0.5;
  102. if (f < 7.0)
  103. {
  104. f = f < 1.0 ? 0.0 : (f - 1.0) / 6.0;
  105. r *= f;
  106. g *= f;
  107. b *= f;
  108. }
  109. uint8_t red = r * 255.99f;
  110. uint8_t green = g * 255.99f;
  111. uint8_t blue = b * 255.99f;
  112. #if defined __CELLOS_LV2__ || defined _XBOX
  113. m_palette[i] = u8vec4(255, red, green, blue);
  114. #elif defined __native_client__
  115. m_palette[i] = u8vec4(red, green, blue, 255);
  116. #else
  117. m_palette[i] = u8vec4(blue, green, red, 255);
  118. #endif
  119. }
  120. #if !defined __native_client__
  121. m_centertext = new Text(NULL, "src/data/font/ascii.png");
  122. m_centertext->SetPos(ivec3(5, m_window_size.y - 15, 1));
  123. Ticker::Ref(m_centertext);
  124. m_mousetext = new Text(NULL, "src/data/font/ascii.png");
  125. m_mousetext->SetPos(ivec3(5, m_window_size.y - 29, 1));
  126. Ticker::Ref(m_mousetext);
  127. m_zoomtext = new Text(NULL, "src/data/font/ascii.png");
  128. m_zoomtext->SetPos(ivec3(5, m_window_size.y - 43, 1));
  129. Ticker::Ref(m_zoomtext);
  130. #endif
  131. m_position = ivec3(0, 0, 0);
  132. m_bbox[0] = m_position;
  133. m_bbox[1] = ivec3(m_window_size, 0);
  134. Input::TrackMouse(this);
  135. /* Spawn worker threads and wait for their readiness. */
  136. for (int i = 0; i < MAX_THREADS; i++)
  137. m_threads[i] = new Thread(DoWorkHelper, this);
  138. for (int i = 0; i < MAX_THREADS; i++)
  139. m_spawnqueue.Pop();
  140. }
  141. ~Fractal()
  142. {
  143. /* Signal worker threads for completion and wait for
  144. * them to quit. */
  145. for (int i = 0; i < MAX_THREADS; i++)
  146. m_jobqueue.Push(-1);
  147. for (int i = 0; i < MAX_THREADS; i++)
  148. m_donequeue.Pop();
  149. Input::UntrackMouse(this);
  150. #if !defined __native_client__
  151. Ticker::Unref(m_centertext);
  152. Ticker::Unref(m_mousetext);
  153. Ticker::Unref(m_zoomtext);
  154. #endif
  155. delete m_pixels;
  156. delete m_tmppixels;
  157. delete m_palette;
  158. }
  159. inline dcmplx TexelToWorldOffset(vec2 texel)
  160. {
  161. double dx = (0.5 + texel.x - m_size.x / 2) * m_texel2world.x;
  162. double dy = (0.5 + m_size.y / 2 - texel.y) * m_texel2world.y;
  163. return m_radius * dcmplx(dx, dy);
  164. }
  165. inline dcmplx ScreenToWorldOffset(vec2 pixel)
  166. {
  167. /* No 0.5 offset here, because we want to be able to position the
  168. * mouse at (0,0) exactly. */
  169. double dx = pixel.x - m_window_size.x / 2;
  170. double dy = m_window_size.y / 2 - pixel.y;
  171. return m_radius * m_window2world * dcmplx(dx, dy);
  172. }
  173. virtual void TickGame(float seconds)
  174. {
  175. WorldEntity::TickGame(seconds);
  176. int prev_frame = m_frame;
  177. m_frame = (m_frame + 1) % 4;
  178. dcmplx worldmouse = m_center + ScreenToWorldOffset(m_mousepos);
  179. ivec3 buttons = Input::GetMouseButtons();
  180. #if !defined __CELLOS_LV2__ && !defined _XBOX
  181. if (buttons[1])
  182. {
  183. if (!m_drag)
  184. {
  185. m_oldmouse = m_mousepos;
  186. m_drag = true;
  187. }
  188. m_translate = ScreenToWorldOffset(m_oldmouse)
  189. - ScreenToWorldOffset(m_mousepos);
  190. /* XXX: the purpose of this hack is to avoid translating by
  191. * an exact number of pixels. If this were to happen, the step()
  192. * optimisation for i915 cards in our shader would behave
  193. * incorrectly because a quarter of the pixels in the image
  194. * would have tie rankings in the distance calculation. */
  195. m_translate *= 1023.0 / 1024.0;
  196. m_oldmouse = m_mousepos;
  197. }
  198. else
  199. {
  200. m_drag = false;
  201. if (m_translate != 0.0)
  202. {
  203. m_translate *= std::pow(2.0, -seconds * 5.0);
  204. if (m_translate.norm() / m_radius < 1e-4)
  205. m_translate = 0.0;
  206. }
  207. }
  208. if ((buttons[0] || buttons[2]) && m_mousepos.x != -1)
  209. {
  210. double zoom = buttons[0] ? -0.5 : 0.5;
  211. m_zoom_speed += seconds * zoom;
  212. if (m_zoom_speed / zoom > 5e-3f)
  213. m_zoom_speed = 5e-3f * zoom;
  214. }
  215. else if (m_zoom_speed)
  216. {
  217. m_zoom_speed *= std::pow(2.0, -seconds * 5.0);
  218. if (abs(m_zoom_speed) < 1e-5 || m_drag)
  219. m_zoom_speed = 0.0;
  220. }
  221. #endif
  222. if (m_zoom_speed || m_translate != 0.0)
  223. {
  224. dcmplx oldcenter = m_center;
  225. double oldradius = m_radius;
  226. double zoom = std::pow(2.0, seconds * 1e3f * m_zoom_speed);
  227. if (m_radius * zoom > 8.0)
  228. {
  229. m_zoom_speed *= -1.0;
  230. zoom = 8.0 / m_radius;
  231. }
  232. else if (m_radius * zoom < 1e-14)
  233. {
  234. m_zoom_speed *= -1.0;
  235. zoom = 1e-14 / m_radius;
  236. }
  237. m_radius *= zoom;
  238. #if !defined __CELLOS_LV2__ && !defined _XBOX
  239. m_center += m_translate;
  240. m_center = (m_center - worldmouse) * zoom + worldmouse;
  241. worldmouse = m_center + ScreenToWorldOffset(m_mousepos);
  242. #endif
  243. /* Store the transformation properties to go from m_frame - 1
  244. * to m_frame. */
  245. m_deltashift[prev_frame] = (m_center - oldcenter) / oldradius;
  246. m_deltashift[prev_frame].x /= m_size.x * m_texel2world.x;
  247. m_deltashift[prev_frame].y /= m_size.y * m_texel2world.y;
  248. m_deltascale[prev_frame] = m_radius / oldradius;
  249. m_dirty[0] = m_dirty[1] = m_dirty[2] = m_dirty[3] = 2;
  250. }
  251. else
  252. {
  253. /* If settings didn't change, set transformation from previous
  254. * frame to identity. */
  255. m_deltashift[prev_frame] = 0.0;
  256. m_deltascale[prev_frame] = 1.0;
  257. }
  258. /* Transformation from current frame to current frame is always
  259. * identity. */
  260. m_zoom_settings[m_frame][0] = 0.0f;
  261. m_zoom_settings[m_frame][1] = 0.0f;
  262. m_zoom_settings[m_frame][2] = 1.0f;
  263. /* Compute transformation from other frames to current frame */
  264. for (int i = 0; i < 3; i++)
  265. {
  266. int prev_index = (m_frame + 4 - i) % 4;
  267. int cur_index = (m_frame + 3 - i) % 4;
  268. m_zoom_settings[cur_index][0] = m_zoom_settings[prev_index][0] * m_deltascale[cur_index] + m_deltashift[cur_index].x;
  269. m_zoom_settings[cur_index][1] = m_zoom_settings[prev_index][1] * m_deltascale[cur_index] + m_deltashift[cur_index].y;
  270. m_zoom_settings[cur_index][2] = m_zoom_settings[prev_index][2] * m_deltascale[cur_index];
  271. }
  272. /* Precompute texture offset change instead of doing it in GLSL */
  273. for (int i = 0; i < 4; i++)
  274. {
  275. m_zoom_settings[i][0] += 0.5 * (1.0 - m_zoom_settings[i][2]);
  276. m_zoom_settings[i][1] -= 0.5 * (1.0 - m_zoom_settings[i][2]);
  277. }
  278. #if !defined __native_client__
  279. char buf[128];
  280. sprintf(buf, "center: %+16.14f%+16.14fi", m_center.x, m_center.y);
  281. m_centertext->SetText(buf);
  282. sprintf(buf, " mouse: %+16.14f%+16.14fi", worldmouse.x, worldmouse.y);
  283. m_mousetext->SetText(buf);
  284. sprintf(buf, " zoom: %g", 1.0 / m_radius);
  285. m_zoomtext->SetText(buf);
  286. #endif
  287. if (m_dirty[m_frame])
  288. {
  289. m_dirty[m_frame]--;
  290. for (int i = 0; i < m_size.y; i += MAX_LINES * 2)
  291. m_jobqueue.Push(i);
  292. }
  293. }
  294. static void *DoWorkHelper(void *data)
  295. {
  296. Fractal *that = (Fractal *)data;
  297. that->m_spawnqueue.Push(0);
  298. for ( ; ; )
  299. {
  300. int line = that->m_jobqueue.Pop();
  301. if (line == -1)
  302. break;
  303. that->DoWork(line);
  304. that->m_donequeue.Push(0);
  305. }
  306. that->m_donequeue.Push(0);
  307. return NULL;
  308. };
  309. void DoWork(int line)
  310. {
  311. double const maxsqlen = 1024;
  312. double const k1 = 1.0 / (1 << 10) / (std::log(maxsqlen) / std::log(2.0));
  313. int jmin = ((m_frame + 1) % 4) / 2 + line;
  314. int jmax = jmin + MAX_LINES * 2;
  315. if (jmax > m_size.y)
  316. jmax = m_size.y;
  317. u8vec4 *m_pixelstart = m_pixels
  318. + m_size.x * (m_size.y / 4 * m_frame + line / 4);
  319. for (int j = jmin; j < jmax; j += 2)
  320. for (int i = m_frame % 2; i < m_size.x; i += 2)
  321. {
  322. dcmplx z0 = m_center + TexelToWorldOffset(ivec2(i, j));
  323. dcmplx z1, z2, z3, r0 = z0;
  324. //dcmplx r0(0.28693186889504513, 0.014286693904085048);
  325. //dcmplx r0(0.001643721971153, 0.822467633298876);
  326. //dcmplx r0(-1.207205434596, 0.315432814901);
  327. //dcmplx r0(-0.79192956889854, -0.14632423080102);
  328. //dcmplx r0(0.3245046418497685, 0.04855101129280834);
  329. int iter = MAX_ITERATIONS - 4;
  330. for (;;)
  331. {
  332. /* Unroll the loop: tests are more expensive to do at each
  333. * iteration than the few extra multiplications. */
  334. z1 = z0 * z0 + r0;
  335. z2 = z1 * z1 + r0;
  336. z3 = z2 * z2 + r0;
  337. z0 = z3 * z3 + r0;
  338. if (sqlength(z0) >= maxsqlen)
  339. break;
  340. iter -= 4;
  341. if (iter < 4)
  342. break;
  343. }
  344. if (iter)
  345. {
  346. double n = sqlength(z0);
  347. if (sqlength(z1) >= maxsqlen) { iter += 3; n = sqlength(z1); }
  348. else if (sqlength(z2) >= maxsqlen) { iter += 2; n = sqlength(z2); }
  349. else if (sqlength(z3) >= maxsqlen) { iter += 1; n = sqlength(z3); }
  350. if (n > maxsqlen * maxsqlen)
  351. n = maxsqlen * maxsqlen;
  352. /* Approximate log(sqrt(n))/log(sqrt(maxsqlen)) */
  353. double f = iter;
  354. union { double n; uint64_t x; } u = { n };
  355. double k = (u.x >> 42) - (((1 << 10) - 1) << 10);
  356. k *= k1;
  357. /* Approximate log2(k) in [1,2]. */
  358. f += (- 0.344847817623168308695977510213252644185 * k
  359. + 2.024664188044341212602376988171727038739) * k
  360. - 1.674876738008591047163498125918330313237;
  361. *m_pixelstart++ = m_palette[(int)(f * PALETTE_STEP)];
  362. }
  363. else
  364. {
  365. #if defined __CELLOS_LV2__ || defined _XBOX
  366. *m_pixelstart++ = u8vec4(255, 0, 0, 0);
  367. #else
  368. *m_pixelstart++ = u8vec4(0, 0, 0, 255);
  369. #endif
  370. }
  371. }
  372. }
  373. virtual void TickDraw(float seconds)
  374. {
  375. WorldEntity::TickDraw(seconds);
  376. static float const vertices[] =
  377. {
  378. 1.0f, 1.0f,
  379. -1.0f, 1.0f,
  380. -1.0f, -1.0f,
  381. -1.0f, -1.0f,
  382. 1.0f, -1.0f,
  383. 1.0f, 1.0f,
  384. };
  385. static float const texcoords[] =
  386. {
  387. 1.0f, 1.0f,
  388. 0.0f, 1.0f,
  389. 0.0f, 0.0f,
  390. 0.0f, 0.0f,
  391. 1.0f, 0.0f,
  392. 1.0f, 1.0f,
  393. };
  394. if (!m_ready)
  395. {
  396. #if !defined _XBOX && !defined USE_D3D9
  397. /* Create a texture of half the width and twice the height
  398. * so that we can upload four different subimages each frame. */
  399. glGenTextures(1, &m_texid);
  400. glBindTexture(GL_TEXTURE_2D, m_texid);
  401. glTexImage2D(GL_TEXTURE_2D, 0, INTERNAL_FORMAT,
  402. m_size.x / 2, m_size.y * 2, 0,
  403. TEXTURE_FORMAT, TEXTURE_TYPE, m_pixels);
  404. # if defined __CELLOS_LV2__
  405. /* We need this hint because by default the storage type is
  406. * GL_TEXTURE_SWIZZLED_GPU_SCE. */
  407. glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_ALLOCATION_HINT_SCE,
  408. GL_TEXTURE_TILED_GPU_SCE);
  409. # endif
  410. glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
  411. glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
  412. #elif defined _XBOX
  413. /* By default the X360 will swizzle the texture. Ask for linear. */
  414. g_d3ddevice->CreateTexture(m_size.x / 2, m_size.y * 2, 1,
  415. D3DUSAGE_WRITEONLY, D3DFMT_LIN_A8R8G8B8,
  416. D3DPOOL_DEFAULT, &m_tex, NULL);
  417. #else
  418. g_d3ddevice->CreateTexture(m_size.x / 2, m_size.y * 2, 1,
  419. D3DUSAGE_DYNAMIC, D3DFMT_A8R8G8B8,
  420. D3DPOOL_SYSTEMMEM, &m_tex, NULL);
  421. #endif
  422. m_shader = Shader::Create(lolfx_11_fractal);
  423. m_vertexattrib = m_shader->GetAttribLocation("a_Vertex", VertexUsage::Position, 0);
  424. m_texattrib = m_shader->GetAttribLocation("a_TexCoord", VertexUsage::TexCoord, 0);
  425. m_texeluni = m_shader->GetUniformLocation("u_TexelSize");
  426. m_screenuni = m_shader->GetUniformLocation("u_ScreenSize");
  427. m_zoomuni = m_shader->GetUniformLocation("u_ZoomSettings");
  428. m_vdecl =
  429. new VertexDeclaration(VertexStream<vec2>(VertexUsage::Position),
  430. VertexStream<vec2>(VertexUsage::TexCoord));
  431. m_vbo = new VertexBuffer(sizeof(vertices));
  432. m_tbo = new VertexBuffer(sizeof(texcoords));
  433. void *tmp = m_vbo->Lock(0, 0);
  434. memcpy(tmp, vertices, sizeof(vertices));
  435. m_vbo->Unlock();
  436. tmp = m_tbo->Lock(0, 0);
  437. memcpy(tmp, texcoords, sizeof(texcoords));
  438. m_tbo->Unlock();
  439. /* FIXME: this object never cleans up */
  440. m_ready = true;
  441. }
  442. #if defined _XBOX || defined USE_D3D9
  443. #else
  444. # if !defined HAVE_GLES_2X
  445. glEnable(GL_TEXTURE_2D);
  446. # endif
  447. glBindTexture(GL_TEXTURE_2D, m_texid);
  448. #endif
  449. if (m_dirty[m_frame])
  450. {
  451. for (int i = 0; i < m_size.y; i += MAX_LINES * 2)
  452. m_donequeue.Pop();
  453. m_dirty[m_frame]--;
  454. #if defined _XBOX || defined USE_D3D9
  455. D3DLOCKED_RECT rect;
  456. # if defined _XBOX
  457. m_tex->LockRect(0, &rect, NULL, D3DLOCK_NOOVERWRITE);
  458. # else
  459. m_tex->LockRect(0, &rect, NULL,
  460. D3DLOCK_DISCARD | D3DLOCK_NOOVERWRITE);
  461. # endif
  462. for (int j = 0; j < m_size.y * 2; j++)
  463. {
  464. u8vec4 *line = (u8vec4 *)rect.pBits + j * rect.Pitch / 4;
  465. for (int i = 0; i < m_size.x / 2; i++)
  466. line[i] = m_pixels[m_size.x / 2 * j + i];
  467. }
  468. m_tex->UnlockRect(0);
  469. #elif defined __CELLOS_LV2__
  470. /* glTexSubImage2D is extremely slow on the PS3, to the point
  471. * that uploading the whole texture is 40 times faster. */
  472. glTexImage2D(GL_TEXTURE_2D, 0, INTERNAL_FORMAT,
  473. m_size.x / 2, m_size.y * 2, 0,
  474. TEXTURE_FORMAT, TEXTURE_TYPE, m_pixels);
  475. #else
  476. glTexSubImage2D(GL_TEXTURE_2D, 0, 0, m_frame * m_size.y / 2,
  477. m_size.x / 2, m_size.y / 2,
  478. TEXTURE_FORMAT, TEXTURE_TYPE,
  479. m_pixels + m_size.x * m_size.y / 4 * m_frame);
  480. #endif
  481. }
  482. m_shader->Bind();
  483. m_shader->SetUniform(m_texeluni, m_texel_settings);
  484. m_shader->SetUniform(m_screenuni, m_screen_settings);
  485. m_shader->SetUniform(m_zoomuni, m_zoom_settings);
  486. m_vdecl->Bind();
  487. m_vdecl->SetStream(m_vbo, m_vertexattrib);
  488. m_vdecl->SetStream(m_tbo, m_texattrib);
  489. #if defined _XBOX || defined USE_D3D9
  490. g_d3ddevice->SetTexture(0, m_tex);
  491. g_d3ddevice->SetRenderState(D3DRS_CULLMODE, D3DCULL_CW);
  492. #elif !defined __CELLOS_LV2__ && !defined __ANDROID__
  493. #else
  494. #endif
  495. m_vdecl->DrawElements(MeshPrimitive::Triangles, 0, 2);
  496. m_vdecl->Unbind();
  497. }
  498. private:
  499. static int const MAX_ITERATIONS = 340;
  500. static int const PALETTE_STEP = 32;
  501. static int const MAX_THREADS = 8;
  502. static int const MAX_LINES = 8;
  503. ivec2 m_size, m_window_size, m_oldmouse;
  504. double m_window2world;
  505. dvec2 m_texel2world;
  506. u8vec4 *m_pixels, *m_tmppixels, *m_palette;
  507. Shader *m_shader;
  508. ShaderAttrib m_vertexattrib, m_texattrib;
  509. ShaderUniform m_texeluni, m_screenuni, m_zoomuni;
  510. VertexDeclaration *m_vdecl;
  511. VertexBuffer *m_vbo, *m_tbo;
  512. #if defined USE_D3D9
  513. IDirect3DTexture9 *m_tex;
  514. #elif defined _XBOX
  515. D3DTexture *m_tex;
  516. #else
  517. GLuint m_texid;
  518. #endif
  519. int m_frame, m_slices, m_dirty[4];
  520. bool m_ready, m_drag;
  521. dcmplx m_center, m_translate;
  522. double m_zoom_speed, m_radius;
  523. vec4 m_texel_settings, m_screen_settings;
  524. mat4 m_zoom_settings;
  525. dcmplx m_deltashift[4];
  526. double m_deltascale[4];
  527. /* Worker threads */
  528. Thread *m_threads[MAX_THREADS];
  529. Queue<int> m_spawnqueue, m_jobqueue, m_donequeue;
  530. /* Debug information */
  531. #if !defined __native_client__
  532. Text *m_centertext, *m_mousetext, *m_zoomtext;
  533. #endif
  534. };
  535. int main(int argc, char **argv)
  536. {
  537. Application app("Tutorial 3: Fractal", ivec2(640, 480), 60.0f);
  538. #if defined _MSC_VER && !defined _XBOX
  539. _chdir("..");
  540. #elif defined _WIN32 && !defined _XBOX
  541. _chdir("../..");
  542. #endif
  543. new DebugFps(5, 5);
  544. new Fractal(ivec2(640, 480));
  545. //new DebugRecord("fractalol.ogm", 60.0f);
  546. app.Run();
  547. return EXIT_SUCCESS;
  548. }